MarchTTLGame/scripts/gameController.gd

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GDScript3
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class_name GameController extends Node2D
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var crateTotal = 0
signal destroySignal(body)
signal teleportSignal(body)
signal levelChangeSignal(level)
var currentScene:String = "res://scenes/game.tscn"
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var timer := Timer.new()
var timeAvailable := 10
var levels=["res://scenes/game.tscn","res://scenes/level2.tscn","res://scenes/level3.tscn"]
var timers=[15,10,5]
var currentLevel = 0
var coinsCollected = 0
var playerHealth = 100
var playerStartingHealth = 100
var enemiesDict={}
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# Called when the node enters the scene tree for the first time.
func _ready() -> void:
get_window().grab_focus()
add_child(timer)
timer.wait_time = 1
timer.one_shot = false
timer.connect("timeout", secondCounter)
timer.start()
func reset()->void:
timeAvailable = timers[currentLevel]
playerHealth = playerStartingHealth
func secondCounter()->void:
timeAvailable -=1
if timeAvailable <=0:
print("YOU LOST YOU ARE A LOSER YOU SUCK")
levelChangeSignal.emit(levels[currentLevel])
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# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
pass
func _on_trigger(body: Variant, effect, trigger) -> void:
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print("GC knows trigger...."+effect)
if body is Crate:
match effect:
"destroy":
destroySignal.emit(body)
"teleport":
print("GC teleport")
teleportSignal.emit(body)
if body is Player:
match effect:
"powerup":
timeAvailable += 5
destroySignal.emit(trigger)
func crateUpdate(cratesAmount)->void:
crateTotal = cratesAmount
print("GC updated crates: "+str(crateTotal))
if crateTotal <=0:
print("You WON!!!")
currentLevel += 1
if currentLevel >= levels.size():
currentLevel = 0
levelChangeSignal.emit(levels[currentLevel])
func bulletDamage(body:Node2D, bullet:Bullet)->void:
if body is Crate:
destroySignal.emit(body)
destroySignal.emit(bullet)
if body is Slime:
enemiesDict[body]["health"] -= 10
if enemiesDict[body]["health"] <= 0:
destroySignal.emit(body)
destroySignal.emit(bullet)
func _on_coin_collected(body:Node2D, coin:Coin):
print("GC know coin")
coinsCollected += 1
destroySignal.emit(coin)
func totalCoins(value)->void:
print("GC know coins remaning "+str(value))
if value <= 0:
currentLevel += 1
if currentLevel >= levels.size():
currentLevel = 0
levelChangeSignal.emit(levels[currentLevel])
func _on_slime_damage(boyd:Node2D, slime:Slime)->void:
playerHealth -= enemiesDict[slime]["damage"]
print("GC DAMAGE THE PLAYER AND KILL THEM "+str(playerHealth))
if playerHealth <=0:
print(" YOU DED ")
levelChangeSignal.emit(levels[currentLevel])
func addEnemyToLevel(slime:Slime)->void:
var randDamage:int = randi()%10
var enemyStat = {
"health":50,
"damage":randDamage
}
enemiesDict[slime]=enemyStat